Hi Ulrich,

Thanks for the fix,
Can you post it on osg-submission list ?

Best Regards
David Callu

2012/4/5 Martin Naylor <[email protected]>

> Hi all,
> Thanks Ulrich that both options supplied seemed to work ok, but the latter
> does seem more appropriate.
> I cant see the values from glGetActiveUniformsiv, so not even sure if it is
> returning any values, don't believe it is.
> There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER,
> but
> I have just checked and it gets skipped over when stepping through with
> debugger, which leaves atomiccountermap not set.
> If I understood correctly!
>
> Cheers
>
> Martin
>
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Ulrich
> Hertlein
> Sent: 04 April 2012 23:43
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] problem with svn (atomic counter?)
>
> Hi guys,
>
> On 5/04/12 6:05 , Martin Naylor wrote:
> >     if (_extensions->isShaderAtomicCounterSupported())
> >     {
> >         std::vector<GLint> bufferIndex( atomicCounterMap.size(), 0 );
> >         std::vector<GLuint> uniformIndex;
> >         for (AtomicCounterMap::iterator it = atomicCounterMap.begin(),
> > end = atomicCounterMap.end();
> >              it != end; ++it)
> >         {
> >             uniformIndex.push_back(it->first);
> >         }
>
> Coming to think of it, I believe the whole block should check if
> atomicCounterMap is not empty.  It does not need to be called if
> GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used.
>
> <code>
> if (_extensions->isShaderAtomicCounterSupported() &&
> !atomicCounterMap.empty()) {
>    std::vector<GLint> bufferIndex( atomicCounterMap.size(), 0 );
>    std::vector<GLuint> uniformIndex;
> </code>
>
> Cheers,
> /ulrich
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